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CMakeLists.txt
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CMakeLists.txt
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# TODO split CMakeLists.txt
CMAKE_MINIMUM_REQUIRED( VERSION 2.8 )
PROJECT( shadowgrounds )
SET( CPACK_PACKAGE_VERSION_MAJOR 1 )
SET( CPACK_PACKAGE_VERSION_MINOR 0 )
SET( CPACK_PACKAGE_VERSION_PATCH 4 )
SET( SG_PROG_VERSION "${CPACK_PACKAGE_VERSION_MAJOR}.${CPACK_PACKAGE_VERSION_MINOR}.${CPACK_PACKAGE_VERSION_PATCH}")
SET( CMAKE_VERBOSE_MAKEFILE OFF )
SET(SG_CMAKE_DIR "${shadowgrounds_SOURCE_DIR}/cmake")
SET(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${SG_CMAKE_DIR}")
# ------------------------------------------------
# Libraries
# ------------------------------------------------
SET( Boost_USE_STATIC_LIBS OFF )
SET( Boost_USE_MULTITHREADED ON )
SET( Boost_USE_STATIC_RUNTIME OFF )
FIND_PACKAGE( Boost 1.46 REQUIRED
program_options
thread
)
FIND_PACKAGE( SDL REQUIRED )
FIND_PACKAGE( SDL_sound REQUIRED )
FIND_PACKAGE( SDL_image REQUIRED )
FIND_PACKAGE( SDL_ttf REQUIRED )
FIND_PACKAGE( OpenGL REQUIRED )
FIND_PACKAGE( GLEW REQUIRED )
FIND_PACKAGE( GTK2 REQUIRED )
FIND_PACKAGE( ZLIB REQUIRED )
FIND_PACKAGE( OpenAL REQUIRED )
SET( GLOBAL_INCLUDE_DIRS
${Boost_INCLUDE_DIRS}
${SDL_INCLUDE_DIR}
${SDL_SOUND_INCLUDE_DIR}
${SDLIMAGE_INCLUDE_DIR}
${SDLTTF_INCLUDE_DIR}
${OPENGL_INCLUDE_DIR}
${GLEW_INCLUDE_PATH}
${GTK2_INCLUDE_DIRS}
${ZLIB_INCLUDE_DIRS}
${OPENAL_INCLUDE_DIR}
)
SET( GLOBAL_LIBRARIES
${Boost_LIBRARIES}
${GTK2_LIBRARIES}
${SDL_LIBRARY}
${SDL_SOUND_LIBRARY}
${SDLIMAGE_LIBRARY}
${SDLTTF_LIBRARY}
${OPENGL_LIBRARIES}
${GLEW_LIBRARY}
${ZLIB_LIBRARIES}
${OPENAL_LIBRARY}
)
INCLUDE_DIRECTORIES( BEFORE SYSTEM
${GLOBAL_INCLUDE_DIRS}
${PROJECT_SOURCE_DIR}
storm/include
storm/keyb3
)
# List of all libraries
SET ( SG_MODULES container convert game_ui editor system ogui storm util filesystem util_common sound particlesystem )
# game < editor
# game < util < sound
# ui < ogui
# ui <-> game
# storm < filesystem < util
# ------------------------------------------------
# Options
# ------------------------------------------------
IF( NOT CMAKE_BUILD_TYPE )
SET( CMAKE_BUILD_TYPE Release CACHE STRING "Choose the type of build, options are: Debug Release Gentoo." FORCE )
ENDIF( NOT CMAKE_BUILD_TYPE )
IF ( NOT INSTALLONLY )
SET ( INSTALLONLY shadowgrounds survivor CACHE STRING "Installation tagets, options are: shadowgrounds, survivor" FORCE )
ENDIF ( NOT INSTALLONLY )
OPTION( ENABLE_PHYSX "Enable NVIDIA PhysX SDK" OFF )
IF ( ENABLE_PHYSX )
SET ( SG_MODULES physics ${SG_MODULES} )
ADD_DEFINITIONS( -DPHYSICS_PHYSX )
ELSE ( ENABLE_PHYSX )
ADD_DEFINITIONS( -DPHYSICS_NONE )
ENDIF ( ENABLE_PHYSX )
IF ( NOT CMAKE_DATA_PATH )
IF ( UNIX )
SET( CMAKE_DATA_PATH "/usr/share/games" )
ELSEIF ( NOT SHADOWGROUNDS_DATA_PATH OR NOT SURVIVOR_DATA_PATH )
MESSAGE( FATAL_ERROR "Neither {SHADOWGROUNDS,SURVIVOR}_DATA_PATH nor CMAKE_DATA_PATH is defined" )
ENDIF ( UNIX )
ENDIF ( NOT CMAKE_DATA_PATH)
IF( NOT SHADOWGROUNDS_DATA_PATH )
SET( SHADOWGROUNDS_DATA_PATH "${CMAKE_DATA_PATH}/shadowgrounds" CACHE PATH "Path to Shadowgrounds data files" FORCE )
ENDIF( NOT SHADOWGROUNDS_DATA_PATH )
IF( NOT SURVIVOR_DATA_PATH )
SET( SURVIVOR_DATA_PATH "${CMAKE_DATA_PATH}/survivor" CACHE PATH "Path to Shadowgrounds Survivor data files" FORCE )
ENDIF( NOT SURVIVOR_DATA_PATH )
OPTION( LINKEDLIST_USE_NODE_POOL "Keep linkedlist nodes in pool, less dynamic memory allocations" ON )
OPTION( CRIMSON_MODE "The new non-rts, pure action game - \"crimson mode\"" ON )
OPTION( BUILDINGMAP_SHOW_LOADINGMESSAGE "Show rebuilding binaries loading message for buildingmaps" OFF )
OPTION( BUILDINGMAP_USE_OPTIONS "Make buildingmap use game's options (force/auto recreate, etc.)" ON )
OPTION( SCRIPT_PREPROCESS "allow script preprocessing - should be disabled for final release!!!" ON )
OPTION( PATHFIND_DEBUG "Make debug view map of pathfinding" OFF )
IF( NOT LIGHT_MAX_AMOUNT )
SET( LIGHT_MAX_AMOUNT "5" CACHE STRING "Amount of light or what? Integer" FORCE ) # cmake doesn't support integers
ENDIF( NOT LIGHT_MAX_AMOUNT )
MARK_AS_ADVANCED( LINKEDLIST_USE_NODE_POOL BUILDINGMAP_SHOW_LOADINGMESSAGE LIGHT_MAX_AMOUNT )
CONFIGURE_FILE( project_common/configuration.h.in project_common/configuration.h )
# ------------------------------------------------
# Source code
# ------------------------------------------------
# Build source list from module name and path prefix
MACRO( CompileSrcList module prefix )
FOREACH( item ${ARGN} )
SET( ${module}_sources ${${module}_sources} ${prefix}/${item} )
ENDFOREACH( item )
ENDMACRO( CompileSrcList )
CompileSrcList( convert convert
str2int.cpp
)
CompileSrcList( container container
LinkedList.cpp Stack.cpp
)
CompileSrcList( editor editor
file_wrapper.cpp parser.cpp
)
CompileSrcList( filesystem filesystem
file_list.cpp file_package_manager.cpp input_file_stream.cpp input_stream.cpp input_stream_wrapper.cpp
memory_stream.cpp output_file_stream.cpp output_stream.cpp standard_package.cpp
rle_packed_file_wrapper.cpp zip_package.cpp
detail/unzip.cpp detail/ioapi.cpp
)
CompileSrcList( game_ui game
AlienSpawner.cpp AmmoPack.cpp AmmoPackObject.cpp Ani.cpp AniManager.cpp AniRecorder.cpp AniTool.cpp Arm.cpp
ArmorUnitActor.cpp ArmorUnit.cpp ArmorUnitType.cpp BuildingAdder.cpp Building.cpp BuildingList.cpp Bullet.cpp
Character.cpp CheckpointChecker.cpp ConnectionChecker.cpp CoverFinder.cpp CoverMap.cpp createparts.cpp
DHLocaleManager.cpp DifficultyManager.cpp direct_controls.cpp DirectWeapon.cpp EngineMetaValues.cpp
EnvironmentalEffect.cpp EnvironmentalEffectManager.cpp Flashlight.cpp FoobarAI.cpp Forcewear.cpp GameConfigs.cpp
Game.cpp GameMap.cpp GameObject.cpp GameObjectFactoryList.cpp GameObjectList.cpp GameOption.cpp
GameOptionManager.cpp GameProfiles.cpp GameProfilesEnumeration.cpp GameRandom.cpp GameScene.cpp GameStats.cpp
GameUI.cpp GameWorldFold.cpp goretypedefs.cpp Head.cpp HideMap.cpp IndirectWeapon.cpp Item.cpp ItemList.cpp
ItemManager.cpp ItemPack.cpp ItemType.cpp Leg.cpp LightBlinker.cpp LineOfJumpChecker.cpp MaterialManager.cpp
materials.cpp MissionParser.cpp ObstacleMapUnitObstacle.cpp OptionApplier.cpp Part.cpp ParticleSpawner.cpp
ParticleSpawnerManager.cpp PartList.cpp PartTypeAvailabilityList.cpp PartType.cpp PartTypeParser.cpp
PlayerPartsManager.cpp PlayerWeaponry.cpp PowerCell.cpp ProgressBarActor.cpp ProgressBar.cpp ProjectileActor.cpp
Projectile.cpp ProjectileList.cpp ProjectileTrackerObjectType.cpp Reactor.cpp ReconChecker.cpp SaveData.cpp
savegamevars.cpp ScriptableAIDirectControl.cpp ScriptDebugger.cpp SidewaysUnitActor.cpp SidewaysUnit.cpp
SlopeTypes.cpp Tool.cpp Torso.cpp UnifiedHandleManager.cpp UnitActor.cpp Unit.cpp UnitFormation.cpp
UnitInventory.cpp UnitLevelAI.cpp UnitList.cpp UnitPhysicsUpdater.cpp UnitScriptPaths.cpp UnitSelections.cpp
UnitSpawner.cpp UnitTargeting.cpp UnitType.cpp unittypes.cpp UnitVariables.cpp UnitVisibilityChecker.cpp
UnitVisibility.cpp UpgradeManager.cpp UpgradeType.cpp userdata.cpp VisualObjectModelStorage.cpp Water.cpp
WaterManager.cpp Weapon.cpp WeaponObject.cpp
BonusManager.cpp # TODO survivor-only
)
CompileSrcList( game_ui game/physics
AbstractPhysicsObject.cpp BoxPhysicsObject.cpp CapsulePhysicsObject.cpp ConvexPhysicsObject.cpp gamephysics.cpp
PhysicsContactDamageManager.cpp PhysicsContactEffectManager.cpp PhysicsContactSoundManager.cpp
PhysicsContactUtils.cpp RackPhysicsObject.cpp StaticPhysicsObject.cpp
)
IF ( ENABLE_PHYSX )
CompileSrcList( game_ui game/physics physics_none.cpp )
ENDIF ( ENABLE_PHYSX )
CompileSrcList( game_ui game/scripting
AnimationScripting.cpp CameraScripting.cpp CinematicScripting.cpp DecorScripting.cpp DevScripting.cpp
EnvironmentScripting.cpp GameScriptingUtils.cpp HitChainScripting.cpp ItemScripting.cpp LightScripting.cpp
MapScripting.cpp MathScripting.cpp MissionScripting.cpp OptionScripting.cpp
PositionScripting.cpp SoundScripting.cpp StringScripting.cpp UnitScripting.cpp WaterScripting.cpp
TrackingScripting.cpp SyncScripting.cpp DirectControlScripting.cpp GameScripting.cpp
MiscScripting.cpp
)
CompileSrcList( game_ui game/tracking
AnyBurnableTrackableObjectFactory.cpp ObjectTracker.cpp ScriptableTrackerObject.cpp ScriptableTrackerObjectType.cpp
trackable_types.cpp TrackableUnifiedHandleObject.cpp
)
CompileSrcList( particlesystem particle_editor2
cloudparticlesystem.cpp floattrack.cpp modelparticlesystem.cpp parseutil.cpp particleeffect.cpp
particleforces.cpp particlesystem.cpp particlesystemmanager.cpp pointarrayparticlesystem.cpp
sprayparticlesystem.cpp vectortrack.cpp
)
IF ( ENABLE_PHYSX )
CompileSrcList( particlesystem particle_editor2 ParticlePhysics.cpp )
ENDIF ( ENABLE_PHYSX )
CompileSrcList( ogui ogui
Ogui.cpp OguiButton.cpp OguiButtonEvent.cpp OguiButtonStyle.cpp OguiCheckBox.cpp OguiEffectEvent.cpp
OguiException.cpp OguiFormattedCommandImg.cpp OguiFormattedCommandImpl.cpp OguiFormattedText.cpp
OguiLocaleWrapper.cpp OguiSelectList.cpp OguiSelectListEvent.cpp OguiSelectListStyle.cpp OguiSlider.cpp
OguiStormDriver.cpp OguiTextLabel.cpp OguiTypeEffectListener.cpp OguiWindow.cpp orvgui2.cpp OguiAligner.cpp
)
CompileSrcList( physics physics
actor_base.cpp box_actor.cpp capsule_actor.cpp car_actor.cpp convex_actor.cpp cooker.cpp file_stream.cpp
fluid.cpp heightmap_actor.cpp joint_base.cpp physics_lib.cpp rack_actor.cpp spherical_joint.cpp
static_mesh_actor.cpp visualizer.cpp
)
CompileSrcList( sound sound
AmbientAreaManager.cpp AmplitudeArray.cpp LipsyncManager.cpp LipsyncProperties.cpp MusicPlaylist.cpp
playlistdefs.cpp SoundLooper.cpp SoundMixer.cpp WaveReader.cpp
openal/SoundLib.cpp
)
CompileSrcList( storm storm
common2/c2_matrix.cpp common2/c2_thread.cpp keyb3/keyb.cpp
)
CompileSrcList( storm storm/storm3dv2
Clipper.cpp IStorm3D.cpp render.cpp Storm3D_Bone.cpp Storm3D_Camera.cpp Storm3D.cpp Storm3D_Face.cpp
storm3d_fakespotlight.cpp Storm3D_Font.cpp Storm3D_Helper_AInterface.cpp Storm3D_Helper_Animation.cpp
Storm3D_Helpers.cpp Storm3D_KeyFrames.cpp Storm3D_Line.cpp Storm3D_Material.cpp
Storm3D_Material_TextureLayer.cpp Storm3D_Mesh_CollisionTable.cpp Storm3D_Mesh.cpp Storm3D_Model.cpp
Storm3D_Model_Object.cpp Storm3D_ParticleSystem.cpp Storm3D_ParticleSystem_PMH.cpp Storm3D_ProceduralManager.cpp
storm3d_resourcemanager.cpp Storm3D_Scene.cpp Storm3D_Scene_PicList.cpp Storm3D_Scene_PicList_Font.cpp
Storm3D_Scene_PicList_Texture.cpp Storm3D_ShaderManager.cpp storm3d_spotlight.cpp storm3d_spotlight_shared.cpp
Storm3D_Terrain.cpp storm3d_terrain_decalsystem.cpp storm3d_terrain_groups.cpp storm3d_terrain_heightmap.cpp
storm3d_terrain_lightmanager.cpp storm3d_terrain_lod.cpp storm3d_terrain_models.cpp storm3d_terrain_renderer.cpp
storm3d_terrain_utils.cpp Storm3d_Texture.cpp Storm3D_Texture_Video.cpp Storm3D_Vertex.cpp
storm3d_video_player.cpp storm3d_videostreamer.cpp treader.cpp
)
CompileSrcList( system system
FileTimestampChecker.cpp Logger.cpp SystemRandom.cpp SystemTime.cpp Timer.cpp Miscellaneous.cpp
)
CompileSrcList( game_ui ui
AmbientSound.cpp AmbientSoundManager.cpp AmmoWindowCoop.cpp AmmoWindow.cpp AnimationSet.cpp Animator.cpp
AniRecorderWindow.cpp ArmorConstructWindow.cpp ArmorPartSelectWindow.cpp BlackEdgeWindow.cpp
CameraAutotilter.cpp CameraAutozoomer.cpp CharacterSelectionWindow.cpp CinematicScreen.cpp
CombatMessageWindow.cpp CombatMessageWindowWithHistory.cpp CombatRadar.cpp CombatSubWindowFactory.cpp
CombatUnitWindow.cpp CombatWindow.cpp ComboWindow.cpp CoopMenu.cpp CreditsMenu.cpp cursordefs.cpp
DebugDataView.cpp DebugMapVisualizer.cpp DebugProjectileVisualizer.cpp DebugTrackerVisualizer.cpp
DebugUnitVisualizer.cpp DebugVisualizerTextUtil.cpp DecalPositionCalculator.cpp Decoration.cpp
DecorationManager.cpp DynamicLightManager.cpp Ejecter.cpp ElaborateHintMessageWindow.cpp ErrorWindow.cpp
FlashlightWindow.cpp GameCamera.cpp GameConsole.cpp GameController.cpp GamePointers.cpp GameVideoPlayer.cpp
GenericBarWindow.cpp GenericTextWindow.cpp GUIEffectWindow.cpp HealthWindowCoop.cpp HealthWindow.cpp
IngameGuiTabs.cpp ItemWindow.cpp ItemWindowUpdator.cpp JoystickAimer.cpp LightManager.cpp LoadGameMenu.cpp
LoadingMessage.cpp LoadingWindow.cpp LogEntry.cpp LogManager.cpp Logwindow.cpp Mainmenu.cpp Map.cpp
MapWindow.cpp MenuBaseImpl.cpp MenuCollection.cpp MessageBoxWindow.cpp MissionFailureWindow.cpp
MissionSelectionWindow.cpp MovieAspectWindow.cpp Muzzleflasher.cpp NewGameMenu.cpp NoCameraBoundary.cpp
OffscreenUnitPointers.cpp OptionsMenu.cpp OptionsWindow.cpp ParticleArea.cpp ParticleCollision.cpp
PlayerUnitCameraBoundary.cpp ProfilesMenu.cpp ScoreWindow.cpp SelectionBox.cpp SelectionVisualizer.cpp
Spotlight.cpp StorageWindow.cpp SurvivalMenu.cpp SurvivorLoadGameMenu.cpp SurvivorUiElements.cpp
SurvivorUpgradeWindow.cpp TacticalUnitWindow.cpp TargetDisplayButtonManager.cpp TargetDisplayWindowButton.cpp
TargetDisplayWindow.cpp TargetDisplayWindowUpdator.cpp TerminalManager.cpp TerminalWindow.cpp Terrain.cpp
TerrainCreator.cpp terrain_legacy.cpp uidefaults.cpp UIEffects.cpp UnitHealthBarWindow.cpp UnitHighlight.cpp
UpgradeAvailableWindow.cpp UpgradeWindow.cpp VehicleWindow.cpp Visual2D.cpp VisualEffect.cpp
VisualEffectManager.cpp VisualEffectType.cpp VisualObject.cpp VisualObjectModel.cpp WeaponSelectionWindow.cpp
WeaponWindowCoop.cpp WeaponWindow.cpp
)
# TODO
# SURVIVOR_FILES:=
# CoopMenu.cpp SurvivalMenu.cpp CharacterSelectionWindow.cpp SurvivorLoadGameMenu.cpp VehicleWindow.cpp
CompileSrcList( game_ui ui/camera_system
CameraAreaStreet.cpp CameraSystem.cpp CameraSystemAim.cpp CameraSystemAreas.cpp
)
CompileSrcList( util util
AI_PathFind.cpp AreaMap.cpp assert.cpp BuildingHandler.cpp BuildingMap.cpp CheckedIntValue.cpp
CircleAreaTracker.cpp ClippedCircle.cpp ColorMap.cpp CursorRayTracer.cpp Dampers.cpp
Debug_MemoryManager.cpp DecalManager.cpp DecalSpawner.cpp DecalSystem.cpp DirectionalLight.cpp
DistanceFloodfill.cpp FBCopyFile.cpp Floodfill.cpp FogApplier.cpp GridOcclusionCuller.cpp
HelperPositionCalculator.cpp hiddencommand.cpp LightAmountManager.cpp LightMap.cpp LineAreaChecker.cpp
LipsyncManager.cpp LocaleManager.cpp LocaleResource.cpp mod_selector.cpp ObjectDurabilityParser.cpp
PathDeformer.cpp PathSimplifier.cpp Preprocessor.cpp procedural_applier.cpp procedural_properties.cpp
profiler.cpp ScreenCapturer.cpp Script.cpp ScriptManager.cpp ScriptProcess.cpp SelfIlluminationChanger.cpp
SimpleParser.cpp SoundMaterialParser.cpp SpotLightCalculator.cpp StringUtil.cpp TextFileModifier.cpp
TextFinder.cpp TextureCache.cpp TextureSwitcher.cpp UberCrypt.cpp UnicodeConverter.cpp
)
CompileSrcList( util_common util
crc32.cpp
jpak.cpp
)
# ------------------------------------------------
# Build options
# ------------------------------------------------
# minor macro for strings concatination
MACRO( CompileList result )
FOREACH( item ${ARGN} )
SET( ${result} "${${result}} ${item}" )
ENDFOREACH( item )
ENDMACRO( CompileList )
IF( CMAKE_COMPILER_IS_GNUCXX )
OPTION( ENABLE_GRAPHITE "Enable GCC Graphite" ON )
IF ( ENABLE_GRAPHITE )
CompileList( GRAPHITE_OPTS
-fgraphite-identity
-floop-block
-floop-flatten
-floop-interchange
-floop-parallelize-all
-floop-strip-mine
)
ENDIF ( ENABLE_GRAPHITE )
CompileList( SG_WARNINGS
-Wall
-Wextra
# -pedantic
-Wcast-align
-Wcast-qual
# -Wconversion
-Woverloaded-virtual
# -Wnon-virtual-dtor
-Wcomment
-Wstrict-null-sentinel
-Winit-self
# -Werror
-Wno-unused-result
-Wno-unused-parameter -Wno-unused-variable # TODO
)
CompileList( SG_RELEASE_OPT
-fcx-limited-range
#-ffast-math
-ffinite-math-only
-fno-math-errno
-fno-signaling-nans
-fomit-frame-pointer
-ftree-loop-distribution
-ftree-loop-linear
# -funsafe-loop-optimizations
-mfpmath=sse
-mmmx
-msse
-msse2
-mssse3
#-msse4.1
${GRAPHITE_OPTS}
)
# waiting for COMPILE_OPTIONS_<CONFIG>
SET( CMAKE_CXX_FLAGS_DEBUG "-O0 -g" ) # ( waiting for COMPILE_OPTIONS_<CONFIG> )
SET( CMAKE_CXX_FLAGS_RELEASE "-O2 ${SG_RELEASE_OPT}" )
SET( CMAKE_CXX_FLAGS "-fno-strict-aliasing" )
ELSE( CMAKE_COMPILER_IS_GNUCXX )
MESSAGE( WARNING "Using default options for non-GCC compiler" )
ENDIF( CMAKE_COMPILER_IS_GNUCXX )
# some files must be compiled unoptimized (gcc bug?)
IF( CMAKE_COMPILER_IS_GNUCXX )
SET_SOURCE_FILES_PROPERTIES(
storm/storm3dv2/Storm3D_Mesh_CollisionTable.cpp
util/LipsyncManager.cpp
PROPERTIES COMPILE_FLAGS "-O0"
)
ENDIF( CMAKE_COMPILER_IS_GNUCXX )
# Set default build options
MACRO( SetShadowgroundsProperties name defines )
SET_TARGET_PROPERTIES( ${name} PROPERTIES
COMPILE_FLAGS "${SG_WARNINGS} -include ${PROJECT_BINARY_DIR}/project_common/configuration.h"
COMPILE_DEFINITIONS "${defines};SG_PROG_VERSION=\"${SG_PROG_VERSION}\";SG_PROG_HOST=\"${CMAKE_SYSTEM_NAME}\""
COMPILE_DEFINITIONS_DEBUG "_DEBUG=1"
COMPILE_DEFINITIONS_RELEASE "NDEBUG=1"
COMPILE_DEFINITIONS_GENTOO "NDEBUG=1"
)
ENDMACRO( SetShadowgroundsProperties )
# ------------------------------------------------
# Applications
# ------------------------------------------------
MACRO( AddShadowgroundsBinary name defines )
ADD_EXECUTABLE( ${name} ${ARGN} )
INCLUDE_DIRECTORIES( ${name} )
SetShadowgroundsProperties( ${name} "${defines}" )
FOREACH( mod ${SG_MODULES})
ADD_LIBRARY( ${name}_${mod} STATIC ${${mod}_sources} )
SetShadowgroundsProperties( ${name}_${mod} "${defines}" )
TARGET_LINK_LIBRARIES( ${name} ${name}_${mod} )
ENDFOREACH( mod )
TARGET_LINK_LIBRARIES( ${name} ${GLOBAL_LIBRARIES} )
ENDMACRO( AddShadowgroundsBinary )
AddShadowgroundsBinary( shadowgrounds "PROJECT_SHADOWGROUNDS=1;GAMEDATA_PATH=\"${SHADOWGROUNDS_DATA_PATH}\""
shadowgrounds/shadowgrounds.cpp
shadowgrounds/version.cpp
)
AddShadowgroundsBinary( survivor "PROJECT_SURVIVOR=1;GAMEDATA_PATH=\"${SURVIVOR_DATA_PATH}\""
survivor/survivor.cpp
survivor/ui_credits_text.cpp
survivor/version.cpp
)
# ------------------------------------------------
# Installation
# ------------------------------------------------
IF( UNIX AND NOT APPLE AND NOT CYGWIN )
OPTION( ENABLE_DESKTOP_ENTRY "Enable installation of desktop entry files" ON )
SET( DATAROOT_DIR "${CMAKE_INSTALL_PREFIX}/share" CACHE STRING "Root of data directories")
SET( ICON_DIR "${DATAROOT_DIR}/pixmaps" CACHE STRING "Icon directory for desktop entry")
SET( DESKTOP_DIR "${DATAROOT_DIR}/applications/" CACHE STRING "Desktop file directory for desktop entry")
ENDIF( UNIX AND NOT APPLE AND NOT CYGWIN )
FOREACH( game ${INSTALLONLY} )
INSTALL(
TARGETS ${game}
COMPONENT ${game}
PERMISSIONS OWNER_READ OWNER_WRITE OWNER_EXECUTE GROUP_READ GROUP_EXECUTE
DESTINATION bin
#CONFIGURATIONS Release Gentoo
)
IF( ENABLE_DESKTOP_ENTRY AND DESKTOP_DIR AND ICON_DIR )
INSTALL(FILES icons/${game}.desktop DESTINATION ${DESKTOP_DIR} )
INSTALL(FILES icons/${game}.xpm DESTINATION ${ICON_DIR} )
ENDIF( ENABLE_DESKTOP_ENTRY AND DESKTOP_DIR AND ICON_DIR )
ENDFOREACH( game )
# ------------------------------------------------
# Packaging
# ------------------------------------------------
SET( CPACK_PACKAGE_DESCRIPTION_SUMMARY "3rd person alien shooter.")
SET( CPACK_PACKAGE_VERSION ${CPACK_PACKAGE_VERSION_MAJOR}.${CPACK_PACKAGE_VERSION_MINOR} )
SET( CPACK_GENERATOR "TGZ;STGZ" )
SET( CPACK_SOURCE_GENERATOR "TGZ" )
SET( CPACK_PACKAGE_NAME "Shadowgrounds" )
SET( CPACK_PACKAGE_VENDOR "Frozenbyte, Alternative Games, vayerx" )
SET( CPACK_PACKAGE_FILE_NAME "shadowgrounds-${CPACK_PACKAGE_VERSION}_${CMAKE_SYSTEM_PROCESSOR}" )
SET( CPACK_SOURCE_PACKAGE_FILE_NAME "shadowgrounds-${CPACK_PACKAGE_VERSION}-src" )
SET( CPACK_RESOURCE_FILE_LICENSE ${PROJECT_SOURCE_DIR}/LICENSE.txt )
SET( CPACK_INCLUDE_TOPLEVEL_DIRECTORY 0 )
SET( CPACK_SOURCE_IGNORE_FILES "/build/;/data/;data.*\\.fbz;/.*\\.kdev.*;/\\.git/;.*~;.*\\.orig.*;/.*\\.log" )
INCLUDE( CPack )